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#2240
Старый 28.06.2018, 19:34
  #2240
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RoseKavalier
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Регистрация: 06.01.2016
Сообщения: 57
Регистрация: 06.01.2016
Сообщения: 57
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Re: Прохождение авторских карт

RinceErrm, what do you mean by that and what exactly are you talking about? I'm sorry, Enlgish is way more understandable for me than google-translated Russian
Yandex translate has failed me!
You said, paraphrasing, that SoD_SP keeps adding features which can be negative in some way.
I generally try to make the changes optional, although some of them are currently set in stone - hard to imagine some people allowing their game to freeze for example when solution is available. My question was which features should also receive option to turn on / off as well? It is very easy to do, just takes a bit of time.
Of course few things will never be possible (Multiplayer for example).

In SoD_SP 1.16, I will add some way for mapmaker to enforce which SoD_SP options should be on or off. If you don't want SoD_SP on your map or if you absolutely want to require it, etc - mapmaker will be able to decide.

wenwellRoseKavalier, 0-peasant and titan still can beat 2 behes, little rng here but it possible: https://imgur.com/a/ydgdtkx

И да, бой с уткой и 0-крестьянином тоже возможно тащится
Ok, Peasant is really gone now. I wanted to do this initially - not sure why I didn't


On the plus side, you can use Peasant vs. Firebird, almost guaranteed win even without Poison.

wenwellну тогда есть такой вариант: https://imgur.com/a/9zUoNKt

Я о нём думал ещё в первой версии карты но не пытался реализовать т.к. были другие варианты. Тактика зацикливания находится достаточно быстро, а вот дальше все довольно мучительно в плане монотонности движений.

Или это тоже не тот вариант?


I did not want to put too many Bears to prevent carpal tunnel)

DandyА, просто нет возможности посмотреть на работе.
Выглядит логично и красиво.
Только смущает - уровень Гуннара и остающиеся мувпоинты - их слишком много остаётся. И наличие виверны, на которой никакой идеи при таком прохождении нет.
Процентов 30 оставляю, что решение другое.
Я пытался найти подсказку через мувпоинты. Удивительный факт, что их там ход в ход хватает, чтобы сгонять туда виверной, подраться, сгонять за квестом на титана, вернуться обратно, ртуть, ожерелка и обратно пешком. Но такой маршрут какой то мегабредовый.
The trick I wanted to force to use from the start - visiting 6 Swords Pandora's Box without leaving Monolith tile. Since everything I wanted to be discovered was, I reveal some other things that were part of the plans:

This can be done two ways - a result of being on top of entrance 'yellow' object.
1- Remove Waterwalk boots - water -> land lets you use mouse
2- Use keyboard arrows or Numpad

2 also allows this type of movement which is not normally possible. This was in initial plan to save movement spending using spacebar.


Initially I had given Gunnar Waterwalk so that it could only be solved with keyboard. However I was worried about bug where game 'forgets' you've cast Waterwalk / Fly after walking quite a bit. It would create problem with spell points.

Extra movement: The early drafts of map had more complicated path and required more back-and-forth - there was just enough movement to make it on 111. However, it felt a bit wrong and was quite repetitive (you had to go to the Dungeon town several times and path was longer), plus when I tried making optional win paths it was just bad. In the end, I decided against ACE (arbitrary code execution - like other map I posted) to give exactly the required movement and simply accepted that there was too much movement available for precise calculation to be required with 111 finish.
Level 108 would require Oasis but there was not room on 18x18 to fit everything.

The XL map I am working on - title DID - has a lot of movement intricacies for a few months, combined with some tricky fights and some special things. It's about 40% done, but I expect the next 60% to be faster in completion - open phase of the map finally! I received good comments from Biobob when he tested some parts of it.

@Dirty_Player
RNG in this map is 'controlled' as follows:
*no morale/luck enabled for player (either temp negative morale/luck or Cursed Ground) - to prevent AI of getting them you have Spirit of Oppression
*no need for good/bad damage rolls to win/survive

SoD_SP does not (and never will) modify this - just reinstates original heroes3 function that was changed by HD+.
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